Hyrist wrote:
Nope, getting rid of hardcore raiding was kinda my idea.
No, I'm certain I was responding to Thayos about something that he said himself....
Thayos wrote:
This is exactly why I raise the question... why not just axe hardcore raiding as we know it? Why not tune extreme primals to be a little more difficult and make those standalone battles (with insane glamor items, ponies, furnishings, etc.) the new "most challenging" content?
Keep 8-player raids, but make all future raids more like Alexander Normal, and accompany it with a 24-man raid and some kind of open world or instanced/open hybrid area with NMs, HNMs, etc. Give people lots of diversity for gearing up without having the best gear be attached to some stupidly hard content that few people actually enjoy.
Going to preface by saying that I totally agree with the addition of varied content. The issue I find with this is that it doesn't go along with progression. I don't really think it would require changing the current structure anyway. Just add the alternatives and leave the hardcore content for those who enjoy it. Regardless, progression should remain as is.
Step 1 > Step 2 > Step 3
You could allow for splits in the path, but it would still have to maintain the progressive structure. Maybe something like this...
Step 1 > Step 2a or 2b > Step 3a or 3b (The a parts being alternate content comparable to higher tier raids and b parts being the actual hardcore raids)
Either way, the gear rewards for completing hardcore content are meant to further your progression into more difficult hardcore content. If the 'a' steps existed then the case being made for 'I want top tier gear without having to raid' might become more realistic. As it stands now, it's just something you would wear to make barely challenging content completely trivial.
Thayos wrote:
In FFXIV, the MO seems to be, "Do X amount of damage to these ads in 1 minute or EVERYONE DIES."
In FFXI, the MO seemed to be, "Kill these ads as quickly as possible or they'll mess your rhythm and everyone will probably die... although if you are skilled, you may be able to extend the fight and overcome weaknesses within your party."
I like the XI philosophy better.
Couple things here...
1) /holds up a mirror for Thayos and points at the discussion with Hio about FFXI
2) Due to the nature of XI mechanics and it's UI, battles tended to be more based on actively mitigating danger(either through maintaining defensive buffs, healing rotations, stun rotations, positioning, any combination of any or all of these, ect) or reacting to situations. I honestly feel that getting a bright, colorful indicator on your screen prior to a devastating attack is much easier to handle than a 2 second window to read what is happening/happened via the chat log and react in that 2 second window(or have a few seconds to react just after it).
I think the only thing that made XI encounters easier was the ability to 'zombie' mobs to death. That was only a viable strategy because you could throw anywhere from one to several alliances of 18 players(each) at the content.
3) If you can't be bothered to take the time to round up 7 other players for a raid, how would it make you feel better to find 17 or even 23?
That said, I like the XI philosophy better myself. I've also been here for 5 years now making the case that SE should have just continued to support and improve that game. Maybe you don't get the initial 'holy **** a new MMO gimmie gimmie' rush that a new game gets, but it was and is still their most profitable game ever. I don't think it's coincidental that it started to fade at precisely the time that they shifted their resources into developing XIV and stopped supporting it.
Edited, Nov 6th 2015 6:54pm by FilthMcNasty Edited, Nov 6th 2015 6:57pm by FilthMcNasty